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Posts posted by Levelord
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Any news on if the mod author is still working on this? I'm dying over the lack of being able to surface attack items without using nodes...
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Just now, NikkyD said:
why don't they just hire someone who has at least some clue about cars, suspension and the like
Because most of them (like us) are rocket nerds. Our first instinct is to put boosters onto everything
It's hilarious to watch them figure out wheels though
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If gaining funds the normal way is so annoying that you'd be willing to do menial repetitive tasks in order to bypass it, then why not play in Science mode?
I don't see the shame in playing Science mode.
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Kerbal alarm clock.
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Ever since the changes to the aero model in KSP 1.0+ I've been getting more involved with SSTO design. Nose cones and having fewer struts are necessary to minimize drag on crafts as much as possible. In addition, those having rear-facing nose cones also contribute to the overall streamlining and drag-reducing design of craft in KSP.
I'm an avid designer for small SSTO space planes. After performing extensive testing on drag-reducing designs, the biggest problem that my SSTO crafts experience is overheating because of their very (ironically) streamlined design. Parts will often heat up and explode, leaving a suborbital debris field and an eventual demise at sea.
The general idea for SSTO space planes is that they should take the shallowest ascent profile in order to take advantage of the relatively efficient air breathing engines (usually the RAPIER) to gain as much horizontal speed as possible before switching to rocket mode for the final burn to apoapsis. In KSP, at an altitude of around 18,000m - 24,000m rocket parts will overheat and explode if exposed to speeds roughly above 1,400m/s. This will mean that speeds are limited to below 1,400m/s until the craft gets to a high enough altitude (which is beyond air breathing engine's capabilities) and where closed cycle engines take over for thrust.
I've been doing some careful design considerations and have seemed to breach the 1,400m/s speed barrier and reached around 1,600m/s on an air breathing system with little to no overheating. I'll need to perform more testing as I have done in my previous threads before sharing my findings with the KSP community. I would also like to mention that I use vanilla parts and vanilla aero. For now, the results appear promising, as it would mean that I would need to carry even less fuel to achieve orbit with SSTOs.
In the meantime I would like to ask the KSP community what their limiting factors were when they designed their SSTOs. I'm interested to see if more people experienced overheating as their biggest limiting factor.
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My entire pre-1.0 fleet of SSTOs were retired. But I had designed a few new ones for 1.0.5. I have a few SSTOs functioning, but the latest one I'm working on doesn't have all the comforts of a normal cockpit, but it does feature an ejection seat.
It's max cruising speed is at 1,500 m/s at an altitude of 24,000m
This is the craft in a 70km/70km orbit. Kerbal engineer is bugged at the moment showing 0dV, but you can see its remaining fuel.
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To the OP, this might help shed some light for you:
On 1/19/2016 at 8:51 PM, Warzouz said:In 1.0.5 (not in 1.0.4) there is a but with fairings. The body lifting force is applied far in front of the fairing (outside of the rocket !), then the rocket would flip MUCH faster if you use a fairing than if you don't. As soon as you quit prograde, the rocket with start a unrecoverable flip.
I stop playing KSP mostly because of that bug. I'm waiting for 1.1
In light of this, there is also a fix that helps sort out the fairings from producing unnecessary lift in front of the craft::
Stock Bug Fix
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As long as the oxygen and snacks are infinite in supply, Kerbals appear quite happy being on a strange planet.
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There was a forum server wipe in 2013 that lost a good chunk of the userbase stats, which meant that they had to re-register. Perhaps an easier way to determine when someone joined would be by version number.
For example I joined KSP slightly before 0.17 got released.
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The one thing I really really [B]HATE[/B] about the new cockpit is the new hatch placement, making it almost impossible to properly place a ladder or to place wings around in a reasonable manner.
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What about VTOL engines?
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Obviously snacks.
I second this.
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Give it time, some people are probably testing out the craft before they leave a comment
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It is very interesting to see how you managed to put that, on top of a not-really-Longsword. Deliciously complicated! It definitely earns my approval. Also, you make me remember I haven't yet uploaded my infini-range SSTO, even tough it has a name by now and everything. The Javelin! I'll see if I can write the thread this afternoon.
http://i.imgur.com/zEkMCCl.png
Rune. It makes a surprisingly efficient tanker.
Which mod do those mini hydroponics pods come from?
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1. Press alt+f12 to bring up the debug toolbar.
2. Select Whack a Kerbal
3. Aim your mouse on the part you want destroyed
4. Shoot the white balls at it
5. ???
6. Profit
That's how I would to it if I needed to detach parts of a ship
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Do you think we could get a craft file for that?
Sure, here you go:
https://dl.dropboxusercontent.com/u/16683090/KSP/Shuttlecraft%20Nuke.craft
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As another Skyrim player who's had a hard time getting the perfect balance of mods and breaking level 20, I can say this with perfect honesty:
There is no "right balance" of mods. There is only close enough, and that varies from player to player.
I can't begin to tell you the amount of hours I've dumped into Skyrim trying to get the mods to look perfect....
And now KSP is taking me over D:
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This was an idea I had in 0.9 when I had a fleet of VTOLs...
Allow me to show you a tour of my new prototype Laythe marine colony.This is the colony, designed to be modular. It has a marine science module, a landing platform and several housing bays.
On the landing platform we perform routine maintenance of VTOL SSTO aircraft and refuel them as needed.
Here is the single housing module
And the quad housing module for more colonists. It's designed to resemble a small village.
Here is the science bay where Laythe's water, atmosphere and other relevant experiments are carried out.
Another angle of the layout. Feels quite cosy.
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This is straight out of my Kerbal Flight labs. I prefer ships with a smaller body profile and carrying less fuel. I got this one running a little less than 1000m/s dV so it could technically ferry Kerbals to a Mun station. It's capable of ferrying Kerbals to Duna on a LKO refuel. It mainly runs on liquid fuel, but I take advantage of the RAPIER's ability to run at high thrust at high altitudes and carry a teeny bit of oxidizer to punch myself out of the atmosphere.
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I sometimes shift my radiators closer to my SSTO hulls so that it's flush with the rest of the plane for aesthetic purposes, I've noticed the overheating issues sometimes as well.
However my worst overheating issue happens to be with the Mk2 probe core and the cargo bay. They always explode.
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I still find no difference in engine performance when using these things. They weigh as much as bricks, don't provide as much intake, take up space, doesn't provide much fuel and doesn't radiate heat as effectively as dedicated smaller radiators. I've been scouring threads and googling them up to see what the community has said in the past about them, but never got a straight answer... What exactly, are the uses for engine precoolers???
Modelling for ksp
in KSP1 Discussion
Posted
And here I thought KSP modelling involved this...